Games


Crab Game- Crab based game of customization. (Flash/Game Editor)
Contract Killers  -Game of stealth and resource. (Cell Phone)
Decision Tree Games  -Decision trees and simple games that utilize them. (Flash/Game Editor)
Game Literature-Analytical papers and story bibles.




1.CRAB GAME






The Assignment:


       This is a Flash project. Player goes to screen, chooses one of five avatars,
customizes character, presses GO which places the character into an environment.
Acceptable alternative: Substitute avatar with similarly complex object.


Conception:

          My group had two people in it and we decided to make a game about a crab that has an adventure on the beach. I think we choose the subject of a crab because we happen to be talking about eating crabs before the class but not 100% sure. We started thinking of things that we could customize our character with. Starfish, Barnacles, obviously a Turret came next.

The first try:

          I began creating our art assets in photoshop so we could import them into flash. We needed to be able to customize our crab first so I made a version of the crab with different things on top of him so we could just have a different crab with each thing on him rather than having the assets jump to the crabs location. So when you clicked on the thumbnail of the crab he would appear in the large screen with the correct load out. This almost worked but we seemed to not be able to teach ourselves flash fast enough to keep up with our ideas.


These art assets can be seen below.

Photo-shopped crab pieces




Below are some screen shots of the first game made in flash.


Crab Game screen shots




The second try:


       Then we made it so that when the player is done customizing they can hit "Go" and the game would place there crab with customization onto a scrolling background, so he would just walk forever.
So far all this has been done in flash but, we soon realized that flash was not our friend and decided to switch platforms over to "Game Editor". This was risky since we would have to learn a whole new program. But from what we read online it was easier to pick up in the little time we had. We did finish the flash game, however it did not turn out the way we had hoped. For instance the never ending crab walk is only up and down in a limited area but you can still customize and hit "Go". I would have also link an old version of our flash crab game but it was so broken when opened it just had a seizure. The link to the final flash crab game is below under "Own."


        OWN it by customizing it, cleaning it up, redesigning it, making it stand out.
 Sure, this has been done a one hundred thousand times. Make it yours. 


Here are some screen shots of my second attempt at the flash crab game.




And here is the actual game!


Flash Crab Game


        After switching to Game Editor things started to go more smoothly. We decided to step it up from our first concept of just having a crab moving along a beach on the x-axis forever after dressing him up. We added a few more load out options and decided to load the character into a completely different atmosphere. We decided to put him on an updated background that I created and have him collect shells along the beach until he came across a boss. The boss is a Seagull naturally and the crab doesn't have to many defenses against him. 


Game Editor game coming soon....


All art files were created in photoshop by: myself.









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2.CONTRACT KILLERS




The Assignment:


        Based off of another game called Pac-Manhattan, the core gameplay mechanic must include the use of cell phones or some other mobile device that is capable of handling text, audio, images, video, or some combination thereof. The game must take place over some span of time. You pick a different concept and title for your game.



Conception:

    Just as Pac-Manhattan was a remake of some other game, Contract Killers finds its roots in a game that we did not design. "Assassin" is a popular game among college students that involves a round-robin of targets, where person A hunts B, B hunts C, C hunts D, etc. and when a player kills a target, he gets the victims target.  The game is played with Nerf Guns.  

Our game is played with cell phones.



The first try:


    We started off trying to make Contract Killers a team-based game, using a hierarchical system for the teams.  Each team has one Don, several Executives, and many Grunts.  A team's Don would not be able to kill anyone but another Don unless he was the last man standing.  The Executives would only be able to kill the target(s) that the Don has given him.  The Grunts would be able to kill Executives and Dons only by contract, but could kill other Grunts indiscriminately.  The more Grunts a team kills, the more contracts the Don is permitted to give.  A contract for a Don can only be given once all of his Executives are dead, and a team wins by killing all the other Dons.




The second try:


    After discussing the concept, we found that the game would become boring very quickly for Executives and Dons while they wait for some action.  We decided to go back to the original concept's every-man-for-himself style and redesigned our game that way.  We took the round-robin concept and made cell phones the weapon of choice.  Players would take pictures of their targets and send them to a Game Master who wrote and maintained the round-robin.  This way, no player would know who was hunting them.  After getting a kill, the Game Master would text a player the name of their next target.





Continued Game Design Documents:


Contract Killers Early Whiteboard Design
Contract Killers First Entry
Survey for Play Testers of CK
Contract Killers Player Rules V.1
Contract Killers Game Masters V.1



The finishing touches:

    The last concept was working well, but it was just a glorified game of "Assassin".  We wanted it to become unique and ours, so we made gave an Role-Playing-Game aspect.  The players can now level up, gain gold, buy items and information, and have side missions. Please keep in mind that this was designed for a specific audience, and that is why it mentions living on campus, etc.  It can easily be modified to fit a different situation, but these rules work well for a generic college campus.


     The links below show you what the own portion meant to us. This includes designing and building a working website that could be used to host games.


Some Play Test Captures
Some Website design Samples
Contract Killer Website Screenshots and LINK!!



Continued Final Game Design Documents:


Contract Killers Player Rules V.2 FINAL (OWN)
Contract Killers Game Masters V.2 FINAL (OWN)


All art files were created in Photoshop or indesign.












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3.DECISION TREE GAMES




The Assignment:


This is a Flash project*. Player is faced with difficult choice(s) in a confusing information environment (What does that mean?). Information is revealed over time (How?). The skillful player is able to make the best choice(s) under the circumstances (How will the player know she made good choices?)




Conception:


Game Idea in Progress
Decision tree for boyscout game
Remade Decision tree that makes sense


After much trouble and time spent in flash I decided to scrap the Boyscout idea (as far as production) and started working on a project that fit my current flash skills.


So I started with my decision tree as I did for the boyscout game and then implemented it visually in flash.


Decision Tree for Escape the Darkness
Escape the Darkness


Here some screen shots of "Escape the Darkness"

 



        Escape the Darkness is based of a fear of mine as a child. I grew up extremely afraid of waking up only to find my family gone and myself trapped inside the house. This fear wasn't unfounded either. I had a bad habit of waking up from naps (as a kid) in a panicked haze drenched in tears, running around the house only to find everyone was gone (outside doing yard work usually or I was sleepwalking). But in my head that was it, I was stuck in a nightmare forever feeling the sleepy haze had become my reality. So this game is a crude representation as if the sleepwalking had become a reality. Only in the game there is a way out rather than real life where I would run around the house until realizing I needed to go back to sleep. Or I would scream until someone came in and shook me awake.


All the game assets where created in flash.




3/4.Supplemental Games/Possible Bonus Project Games


        These are some other supplemental games that I have produced because they all deal with decision trees but in a unique way. The reason for making them beyond there decision tree elements is because I was disappointed in myself for not being able to work out the kinks in the boyscout game in time.


For Hangman there is always only one right answer but each click has a consequence. The same thing is true for Battleship, every click could sink your boat or your opponents. Each click has a consequence that effects your next move. If you hit one of you enemies boats, than your next move is going to be near the hit marker because you are trying to sink your enemies boat. Checkers is a little different because there is no one right way to do anything. But everything you do effects your next move and your opponents so the decision tree here is almost infinite where Battleship and Checker's decision trees are directly dependent where you put your boats or what word you have.


Hangman Game


Screen shot of Hangman 



If you want to check out my Checkers game or my Battle Ship game click HERE!!
You must download the file and open it in Game Editor which is free.
Once you have opened it in Game Editor hit the button at the top that says Game mode and there you go.
Screen shot of checkers



Screen shot of Battle ship. I made a cool metal background but for some reason I cannot change the background without breaking the game.



4. Game Literature (Analytical papers and story bibles)


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